See this UDN post. ...
Crash occurs when the user adds a sublevel to the current level, edits the sublevel's level blueprint, and then attempts to make a new level. The state which triggers the crash seems to be when the ...
The child of an animation blueprint is not properly recompiled when the it's parent is compiled. Found in 4.24.1 CL#10757647 ...
Get overlapping components/actors is not fully populated with initial overlaps by BeginPlay in 4.24, like they were in 4.23 ...
In Action Rpg sample, creating a new Blueprint of type GameplayCueNotifyActor or GameplayCueNotifyStatic, results in an Engine crash. The call stack leads to a PrintF Slate warning message that woul ...
When a macro takes in a two Wildcard inputs and two Wildcard outputs connecting a variable to one assigns the value of all the outputs even if they don't connect (check attached image). You can see ...
When a macro takes in a Map <Wildcard, Wildcard> if the output is the element in the map it is the same type value of as the key. You can see see a quick demonstration at [Link Removed]. This seems ...
Adding a new key to a dataTable deriving from c++ will not be found until the entire project is reloaded. Download link to test project: https://github.com/sorkNasrk/testbug ...
Gameplay Tag Query variables in custom structs created via the content browser do not retain custom default values. Found in 4.23.1 CL# 9631420 Reproduced in 4.24 Preview 4 CL3# 10387632, 4.25 Main ...
Floating point error from UGameViewportClient::SplitscreenInfo causes this issue. FMath::TruncToInt( 3240 /*ViewportSize*/ * 0.333f/*Ratio in SplitScreenInfo*/ ) = 1079 I suggested a following t ...